diff --git a/README.md b/README.md index 9672b585..f1d1b4ce 100644 --- a/README.md +++ b/README.md @@ -2,110 +2,7 @@ This is a tool based on the Godot game engine that can be used to create texture Its user interface is based on Godot's GraphEditor: textures are described as interconnected texture generators and operators. -![Screenshot](doc/screenshot.png) +More details in the [user manual](https://rodzill4.github.io/godot-procedural-textures/doc/). -## Generators +![Screenshot](addons/procedural_material/doc/images/screenshot.png) -### Image - -This node reads a bitmap from disk - -### Pattern - -This generator creates a greyscale image by mixing an horizontal and a vertical pattern. -Patterns can either be based on a sine, triangle, square, saw or "constant" waveform (i.e. the color as function of the x or y coordinate). -The frequency (number of waves per unit) can be configure for both axes. -Mix functions can also be configured. - -![Pattern](doc/pattern.png) - -### Bricks - -This generator creates bricks greyscale patterns. - -The Bricks generator has 5 parameters: -* the number of brick rows -* the number of bricks per row -* the offset between even and odd rows -* the mortar space between bricks -* the bevel at the edge of the bricks - -The bricks generator has 2 output: -* the first one will show mortal as black and bricks as white (bevel being shown as a gradient). It can be used as mask to mix brick and mortar, or to generate depth and normal textures -* the second one will just show a different color for each brick. It can be used to affect the brick's colors (and will be used in the future to offset textures). - -![Bricks pattern](doc/bricks.png) - -### Perlin Noise - -The Perlin Noise generator creates a greyscale pattern and has 4 parameters: -* the horizontal and vertical scale of the first iteration -* the number of iteration -* the persistence (the weight ratio between 2 iterations) - -![Perlin Noise](doc/perlin.png) - -### Voronoi Noise - -The Voronoi Noise generator creates greyscale patterns based on Voronoi diagrams and has 3 parameters: -* the horizontal and vertical scale (the number of feature points) -* the "intensity" of the noise (used to adjust the generated color) - -The Voronoi generator has 3 outputs: -* The first output shows a greyscale image where intensity depends on the distance to the cell centers -* The second output shows a greyscale image where intensity depends on the distance to the cell edges -* The third output shows a different color for each cell. - -![Voronoi Noise](doc/voronoi.png) - -## Filters - -### Colorize - -This filter accepts a greyscale image as input and is configured using a gradient. The output image is obtained by applying the gradient to the greyscale image (the example below shows a colorized perlin noise). - -![Colorize](doc/colorize.png) - -### Blend - -This filter accepts 2 inputs and an optional mask and blends the 2 images according to the selected blend algorithm. - -### Blur - -This node applies a Gaussian blur to the input image. - -### Combine - -This node accepts 3 greyscale images as inputs (one for each R, G and B channels) and combines them into a single image. It is useful to create textures that combine distinct features (for example Metallic and Roughness for Godot's Spatial materials). - -### Emboss - -This node creates a lighting effect from a greyscale image, with a configurable light direction. - -![Emboss](doc/emboss.png) - -### Normal map - -This node creates a normal map from a greyscale height map. - -### Transform - -This node applies a transform (translation, rotation, and scale) to its input image. Whether the input image is clamped or repeated when downsizing is configurable. - -This can be combined with the pattern node to create a great variety of shapes. - -### Warp - -This node deforms an input image according to the gradient of another image (generally perlin noise). - -![Warp](doc/warp.png) - -## Miscellaneous - -### Material - -This node defines the material shown in the 3d preview. It accepts textures for a subset of the PBR lighting model as implemented in the Godot engine. When exporting the material, each texture will be saved as a PNG file named after the project's name and a suffix for each material node input. - -### Export - -This node can be used to export extra PNG files (for example a combined PNG to be used with Godot materials).